Barotrauma

Barotrauma

Immersive Repairs
SUGGESTIONS FOR CHANGE
Tried to play this mod, tried almost all moments, and there is something to say.
Let's start with the nice things.

Stairs, new fixfoam, safe cracker, fuel refill station. 10/10. I don't know now how it can be otherwise.

Air filter, vent blade. Interesting, but something needs to be done about the sudden shutdown of the oxygen generator when cleaning the Air filter. Otherwise, more than one submarine has already been burned that way.
- What if we made light bulbs for lamps? And let the engineers change them periodically for new ones (let the lamp will lose HP with some chance after a certain period of time). And also have the color of the lamp depend on the bulb inserted in it.

Jackhammer, multitool. Normal, multitool would like more HP.

Sensible Reactors. >:)


And now about what needs to be changed.
Note: I play with these changes, tested everything here (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3474994679).

Industrial flashlight. Simplify, no need to do that bunch of buttons over there and just crazy battery consumption.
- I modified it to be a simple but powerful flashlight that can't be hung anywhere. Along with the Complete Global Darkness mod it plays well.

I didn't apply the changes to the guns from turrets.xml. Because I play with bots for the most part.

Oily. It was fun for the first minute, then it just got nasty. You have to greatly reduce the slip frequency, and in the water, remove it altogether.
- That's how I changed it for me.

Welder's Eye. Good idea, but bad implementation. No, it shouldn't glare that much in such a short period of time. It's not realistic, and overall very annoying.
- I've reduced the speed of the application of the effect to 3 at most. And there are still some changes for weldingtorch, he stopped applying it almost completely.
- Plasma cutter. Removed the battery slot. I want to change the tank with quick motions, and with the second slot so does not work.

Firefighter set. Should simplify it. Let it be as a single item that is put in the armor slot. And it is better to remove unnecessary buttons on the screen.

New effects. Need to reduce the frequency of electrocution in case of electrical failure. Now it is too strong punishment for the flood of the submarine.
- There is also a problem with fires on outposts. Playing with other mods, many missions were not completed because of fires from broken junction boxes.


Also as an idea to add to the mod.
If now the tools are no longer so quickly give the effect Welder's Eye, why not give them a short-term blinding when working without a mask? Example:
AFFLICTION <Affliction name="Too bright" identifier="welderseye_bright" description="Working without a welding mask might've not been a good idea. It'll take some time for the eyesight to recover." type="none" limbspecific="false" indicatorlimb="Head" maxstrength="100" showiconthreshold="1" showinhealthscannerthreshold="1000" showicontoothersthreshold="1000"> <Effect minstrength="0" maxstrength="100" multiplybymaxvitality="false" strengthchange="-50" minvitalitydecrease="0" maxvitalitydecrease="0" MinAfflictionOverlayAlphaMultiplier="0.0" MaxAfflictionOverlayAlphaMultiplier="0.9" /> <icon texture="%ModDir:3114087512%/Content/UI/IR-IconsAtlas.png" sourcerect="0,128,128,128" color="255,255,255,255" origin="0,0" /> <AfflictionOverlay texture="Content/UI/blindoverlay.png" /> </Affliction> MASK <damagemodifier armorsector="0.0,360.0" afflictionidentifiers="welderseye_bright" damagemultiplier="0.0" /> TOOL <Affliction identifier="welderseye_bright" amount="1000" probability="0.4" setvalue="true" /><!-- idk why this stacks so slow -->
Last edited by Fagottini; 10 May @ 9:18am